Thief (First Job): Keep maxing Lucky Seven when you finish start
maxing Keen Eyes then max Nimble Body Then add to disorder up to
lvl 3 and then add Dark Sight up to lvl 10 Then its second Job.

Assassin (Second Job): Get Claw Mastry up to lvl 3 Then Max
Critical Throw Then Max Haste Then Max Claw Booster Then Max Claw
Mastery Then put Endure up to lvl 3 Then Add Dragin up to lvl 28
and then you'r Third Job Hermit!

Hermit(Third Job): Get Shadow Partner up to lvl 1 Then get
Avenger up to lvl 5 Then add 1 Flash Jump Then Max Shadow Partner
Then Max Avenger Then Max Flash Jump Then add Meso Up to lvl 5 Then
Max Shadow Meso Then Do what ever you want

Night Lord:(Forth Job) Soon Coming!

STR Bandit
build

However, STR Bandits have a slightly different build:

Level

STR

DEX

INT

LUK

20

10

40

4

67

25

15

50

4

77

30

20

60

4

87

Bandit
Path

1st
Job

Classic Bandit build

There are two builds for bandits, one for starters with no money
from other accounts, and one for "funded" characters, meaning that
they have mesos to invest for a stronger/better character.

First Job Build

Nimble Body

MAX (20)

Double Stab

MAX (20)

Disorder

3

Dark Sight

18

Lucky 7

0

Level by Level Breakdown

Level

What to get

Level

What to get

10

1 Double Stab (1)

21

3 Double Stab (14)

11

3 Nimble Body (3)

22

3 Double Stab (17)

12

3 Nimble Body (6)

23

3 Double Stab (20)

13

3 Nimble Body (9)

24

3 Disorder (3)

14

3 Nimble Body (12)

25

3 Dark Sight (3)

15

3 Nimble Body (15)

26

3 Dark Sight (6)

16

3 Nimble Body (18)

27

3 Dark Sight (9)

17

2 Nimble Body (20) 1 Double Stab (2)

28

3 Dark Sight (12)

18

3 Double Stab (5)

29

3 Dark Sight (15)

19

3 Double Stab (8)

30

3 Dark Sight (18)

20

3 Double Stab (11)

Why the 1 point of Double Stab so early? Simple; You got a full
mana bar! You might as well use it!

Nimble Body helps you avoid better at lower levels (further
turning down your pot cost), and you won't have enough money to
spam Double Stab at lower levels anyway. Only put 3 points into
Disorder (the prerequisite for Dark Sight) and put 18 points into
Dark Sight. This is for two reasons: first, while disorder may seem
nice at lower levels, it works on a "flat rate" of -20 weapon
defense and attack against the monster you're fighting. Against a
higher-level monster that already has defense and attack levels in
the hundreds, -20 will hardly be noticeable, let alone useful.
Also, using Dark Sight adds a penalty to your speed, which not only
slows you down but cancels any effect from the Haste skill you get
in second job. If you get level 18 Dark Sight while in first job,
you will be able to put two points into it later for maximum (level
20) Dark Sight -- which has no speed penalty! Now you can zip
through hordes of monsters unscratched, and still with your
wonderful Haste. Also, you will gain a 4th job skill that depends
on Dark Sight for damage. The longer you charge it up, the stronger
it gets. If you have to wait for the move to charge up, why not get
Dark Sight to level 20 so that you can move at full ability and
charge it up.

Wealthy Variation

Those who have lots of money can get 20 Double Stab at lower
levels, and just spam mana pots like no tomorrow. 14 MP for an
average of about 120 damage isn't exactly cheap, but hey, you're
wealthy, and rolling in mana pots, you don't care. See above for
arguments between Disorder and Dark Sight. Then you get Nimble
Body. Levels 24-30 are the same.

Banditsin Build

2nd
Job

Dagger Mastery (19)

Savage Blow (30)

Dagger Booster (5)

Haste (20)

Endure (20)

Dagger Booster (15)

Dark Sight (1st job skill) (20) +(2)

10 for anything (Steal)

A variation of this build is to max Savage Blow first, then
Mastery and 5 booster. Let's compare the damage of two level 40
bandits with 130 LUK, 80 DEX, 5 STR, and a 52 attack dagger, one
using 15% mastery max Savage Blow, one using 60% mastery double
stab:

You can see from here that if you max Mastery First, your damage
will be below those who max Savage Blow first. However, your damage
will also be quite stable, and your damage/MP efficiency is higher.
Savage Blow first will net you bigger damage, but slightly
inferiority in damage/MP efficiency and attack speed. Which one to
max first, Mastery or Savage Blow, is up to you, although I'd
suggest poorer players to max Mastery First.

Steal can also be an important asset to keeping yourself
wealthy. Lvl 10 Steal has a 21% chance of taking something. Not so
good? Sacrifice some points from Endure, Haste or Booster. Lvl 15
Steal has a 25% chance of taking something. That means every 4
steals, on average, you get something, and you still apply damage.
I would recommend 2 points in dark sight (If you're putting it up,
not Disorder) and 10 in steal. lvl 15 steal isn't much better than
lvl 10 steal, and you can just keep trying and trying and trying to
steal. You can only steal one thing, it's great for the "Kill these
things a lot and find this for this person" quests where you don't
want to kill them if it takes to long. And you might find something
good (like scrolls)

For players who are funded a good build would be to put much
less in endure and put much more into steal. Most funded players
usually can burn pots like none other and still have cash to keep
buying more, so for players like this it is not necessary to use
endure since you will rarely ever be waiting for your health to
recharge on a ladder anyway. If steal is maxed out there is a 60%
steal rate which means more than half the time you use steal you
get an item and still will have a 100% damage rate. Even for
players who are not as rich this works because you can get rare
items using steal such as a set of ilbis or a high level
weapon.

Assassin
Path

1st
Job

There are two builds for assassins, one for starters with no
money from other accounts, and one for people who already have a
reasonable amount of money from other accounts.

First Job Build

Nimble Body

MAX (20)

Keen Eyes

MAX (8)

Double Stab

0

Disorder

3

Dark Sight

10

Lucky 7s

20 MAX (20)

Level by Level Breakdown

Level

What to get

Level

What to get

10

1 Lucky Seven (1)

21

3 Lucky Seven (6)

11

3 Nimble Body (3)

22

3 Lucky Seven (9)

12

3 Keen Eyes (3)

23

3 Lucky Seven (12)

13

3 Keen Eyes (6)

24

3 Lucky Seven (15)

14

2 Keen Eyes (8) 1 Nimble Body (4)

25

3 Lucky Seven (18)

15

3 Nimble Body (7)

26

2 Lucky Seven (20) 1 Disorder (1)

16

3 Nimble Body (10)

27

2 Disorder (3) 1 Dark Sight

17

3 Nimble Body (13)

28

3 Dark Sight (4)

18

3 Nimble Body (16)

29

3 Dark Sight (7)

19

3 Nimble Body (19)

30

3 Dark Sight (10)

20

1 Nimble Body (20) 2 Lucky Seven (3)

Keen Eyes is a must-max. You MUST have range to train
efficiently. 10 points in lucky seven helps you to be able to kill
things left and right in pig beach (which is actually pretty
profitable), and you max Lucky Seven at level 25, at a point where
you can train on green mushrooms. Disorder is nearly useless for
assassins since it forces you to go melee.

Why the 1 point of Lucky Sevens so early? Simple; You got a full
mana bar! You might as well use it!

Wealthy Build variation

Max Lucky Seven after Keen Eyes but before Nimble Body. Then,
buy lots and lots of blue potions and spam Lucky Seven. This will
allow you to train on tougher monsters, although you probably won't
be able to 1 hit green mushrooms efficiently at that level without
good stars. This is not recommended unless you're rich enough to
have good attack gloves, as well as kumbis/icicles.

Really Wealthy variation

Max Luck Seven BEFORE Keen Eyes and Nimble Body. This is NOT
RECOMMENDED because you will need to buy LOTS of blue potions and
because your range is so short. Doing so will let you train on
really tough monsters and let you level really fast. After maxing
Lucky Seven, proceed towards the following : 3 Nimble Body,
max Keen Eyes, 7 more points in Nimble Body, 3 Disorder, and max
Dark Sight. This build is NOT RECOMMENDED UNLESS YOU ARE
RICH!!!

In-the-middle alternative

Get Lucky Seven to around 10 before maxing Nimble Body, after
Keen Eyes. You can 1HKO pigs and 2HKO ribbon pigs consistently with
L7 at level 17, which isn't too hard on your money. Good if you
want to level fast without spending a lot of mesos.

2nd
Job

Claw Mastery (5)

Claw Booster (5)

Critical Throw (30) [MAX]

Haste (20) [MAX]

Claw Mastery (15)

Endure (3)

Drain (30) [MAX]

Claw Booster (10)

Endure/Claw Booster (12)

The above build will give you lots of power, as well as a fast
attacking speed, so your attacks will do more damage (and let you
train fast).

Claw Mastery (3)

Haste +2 per Level

Critical Throw +1 per level until haste is maxed and then +3
per level

Claw Mastery (Max)

Claw Booster (Max)

Endure, you can choose to max this out or

Drain (27)

This gives you high haste while you have some crit. Recommended
for dexless sins.

Claw Mastery (3)

Critical Throw (10~15)

Haste (10)

Critical Throw (30) [MAX]

Claw Booster (5)

Haste (20) [MAX]

Claw Mastery (15)

Endure (3)

Drain (30) [MAX]

Claw Booster (10)

Endure/Claw Booster/Claw Mastery (until you have no SP
left)

The above build will give you a fast movement speed, so that you
can move around (and train) more quickly.

Haste (20) [MAX]

Claw Mastery (5)

Claw Booster (6) [stays for 1 min]

Critical Throw (30) [MAX]

Claw Mastery (20) [MAX]

Endure (3)

Drain (30) [MAX]

Claw Booster (18)

With the above build you can get every skill to a reasonable
amount so you have them all early. This is good for people who want
to be able to whip anything out by level 45. The only downside is
that you have rather low attack power at early levels, and might be
harshly criticized by other players who chose stronger builds, but
this is ignorable.

Here is a build for anyone who does Carnival PQ until upper
40's:

Haste(12)

Claw Mastery(6)

Booster(12)

Critical Throw (30) [MAX]

+1 haste, +2 booster/+2 haste, +1 booster until both are maxed
(16)

Endure(3)

Drain (24)

Claw Mastery (24) [MAX]

This build works because if you Carnival PQ until your upper
40's, your damage won't need to be on par with everyone else at
that stage. Your party will also love you for the Haste, and this +
a cleric ensures almost constant wins. Your Maple Coins, if traded
in for Gepharts and NPC'd, will make you enough money. No money
needs to be spent on pots, because they are already given. By the
time you are 50, you will have: 2 min of Haste and Booster, 6
mastery, and Max Crit, which is pretty much what everyone else has
+ booster (if you want to max Haste and only 5 booster or vice
versa that is fine also.) From then on, you get Booster and Drain
before Mastery because Mastery has no effect on lucky seven-but it
does on Triple Throw, which is why we max it RIGHT before hermit.
In essence, the argument for this goes: HP regen from mobs>200
extra stars. This will make your life MUCH easier because then you
have good attacking skills in the beginning, rather than the
standard build. Minor Variations on this build are fine as long as
they come out the same at key points, like level 50, level 57, and
level 70(no duh!).

Here is the standard build for the assassin; 9 out of 10
assassins follow it.

30- 1 Mastery

31- 2 Mastery 1 Critical

32- 3 Critical

33- 3 Critical

34- 3 Critical

35- 3 Critical

36- 3 Critical

37- 3 Critical

38- 3 Critical

39- 3 Critical

40- 3 Critical

41- 2 Critical (MAX) 1 Haste

42- 3 Haste

43- 3 Haste

44- 3 Haste

45- 3 Haste

46- 3 Haste

47- 3 Haste

48- 1 Haste (MAX) 2 Claw Mastery

49- 3 Mastery

50- 3 Mastery

51- 3 Mastery

52- 3 Mastery

53- 3 Mastery (MAX)

54- 3 Claw Booster

55- 3 Claw Booster

56- 3 Claw Booster

57- 3 Claw Booster

58- 3 Claw Booster

59- 3 Claw Booster

60- 2 Claw Booster (MAX) 1 Endure

61- 2 Endure 1 Drain

62- 3 Drain

63- 3 Drain

64- 3 Drain

65- 3 Drain

66- 3 Drain

67- 3 Drain

68- 3 Drain

69- 3 Drain

70- 3 Drain (28)

SO, after those long 40 levels...

MAX Mastery

MAX Critical Throw

MAX Haste

MAX Booster

28 Drain

3 Endure

Endure isn't needed since it only increases amounts of HP you
will obtain every 10 seconds. Critical is Needed as soon as
possible, since it will increase your damage. Haste is also needed
too, since you need to move very fast. Mastery is needed for your
amount of stars, since you always need to have plenty of them.
Booster is needed, since it will increase your speed of your claw
and the faster, the better. Drain isn't really needed, but still
good for you, since it gives you plenty of HP when you attack the
monster.

Endure or
Booster?

Now, most people will think Booster is better than Endure. But
is it really so?

Mathematically, more Endure will save you more money on MP Pots,
albeit on a pretty slight scale. First of all, let's remember that
Booster's effectiveness is not affected by the skill level, which
affects the HP/MP cost and duration only. HP cost is a non-issue
with Drain, so let's focus on the MP Cost.

As you can see from above, with more points in Endure and less
points in Booster, the amount of MP you gain per 10 seconds is
mathematically superior (until you have less than 5 points in
Booster). However, frequent stops to do "booster" makes people
nervous and feels like a waste of 'time'. Since 5 points in Booster
and 16 points in Endure really has the same effectiveness as 6
points in Booster and 15 points in Endure, it is preferred to do
have a max of 15 Endure so that you can keep 6 Booster.

Of course, with higher booster, you'll be able to train faster
for a longer period of time without having to re-enable booster.
The mesos you earn can be used to buy mana potions, to offset the
lower recovery rate of endure. Monsters that are level 35 and below
are easily killed by level 40+ thief and even faster with booster.
Also, it is generally good practice to have MP pots with you
anyway, especially if you don't have time to wait somewhere for
endure to recover your MP.

Regardless of your choice, keep in mind you need at least 3
points in Endure to unlock Drain.

Anti-Builds

These are a collection of builds that look great on paper but
don't work in practice.

Dexless
Thief

If you have been playing for a while, know how to make mesos and
find the best training spots for your character, then try to do
this type of character:

Thief with 25 dex and only add LUK Dexless thieves are
actually a very successful build in practice from levels 20-70. The
only problem is that they require massive amounts of funding. Luck
actually increases accuracy by a small amount, so having large
amounts of luck can make up for the accuracy gained from dex.
Accuracy can also be picked up from equipment, like 10% helmet
Defense and 10% overall luck. As a Dexless thief, either bandit or
assassin, though the assassin build is more successful, the
equipments available for use are highly limited. Dexless Thieves
often wear the level 30 Sauna robe or level 20 Bath towel, because
they have 10 slots that can be scrolled for luck and require no dex
and has bonus accuracy which makes up for the lack of dex. There
are very few weapons that can be used. The typical Dexless assassin
will use a Maple Claw, level 35, for sometime, before upgrading to
the Maple Kandayo, a level 43 claw and the Musashi Claw (called
Shinobi Bracer in GMS), a level 55 claw. The most powerful claw in
several versions is the Maple Skanda, and a good one will go for
several hundred million mesos. Most Maple Anniversary claws you
find may be scrolled to the max with possibly 10% or 60% successful
claw attack scrolls, making them worth even more. These are often
EXTREMELY expensive since they only dropped for a short time around
the Anniversary event. In TaiwanMS, there are also level 70 Maple
Weapons, including what is called the "True Maple Claw". With this
claw, a dexless Hermit can overpower a normal dex one until very
high levels. In other versions, like MapleSEA, there are additional
claws with no dex requirements.

Dexless assassins can be much stronger than their regular
counterparts, however this is only if the significant amount of
funding that is required can be obtained (at least 100 mil).
Otherwise, it will be far weaker. This build is only for players
who know a lot about their character and the way that the game
works. Also keep in mind the dexless assassins can only carry on to
a certain level where finding higher level equipment, such as the
Maple Skanda, can become more difficult to those who aren't as well
funded.

Sindit
Build

A Sindit is a build where you start as a sin and by the time you
reach second job change into a bandit. This build is considered
quite useful since you act as both a bandit and an assassin and it
is certainly helpful in pq stages where keen eyes or eye of the
amazon is required. Basically your first job build should be a
normal pre-assassin build until level 30. If you've got a good
funding source of stars as a pre-sin (preferably tobis or stronger)
then you're going to train faster than an average pre-dit.

Thief Build (to be
merged)

In becoming a bandit, you will get 61 skill points (1 at lvl 10,
and 3 at each level up until level 30). To have a rich character,
your skills are best distributed as follows:

LVL 10: 1 Nimble Body (1)

LVL 11: 3 Nimble Body (4)

LVL 12: 3 Nimble Body (7)

LVL 13: 3 Nimble Body (10)

LVL 14: 3 Nimble Body (13)

LVL 15: 3 Nimble Body (16)

LVL 16: 3 Nimble Body (19)

LVL 17: 1 Nimble Body (20, Maxed); 2 Double Stab (2)

LVL 18: 3 Double Stab (5)

LVL 19: 3 Double Stab (8)

LVL 20: 2 Double Stab (10);1 Saved SP (1)

LVL 21: 3 Saved SP (4)

LVL 22: 3 Saved SP (7)

LVL 23: 10 Double Stab (20, Maxed)

LVL 24: 3 Disorder (3)

LVL 25: 3 Dark Sight (3)

LVL 26: 3 Dark Sight (6)

LVL 27: 3 Dark Sight (9)

LVL 28: 3 Dark Sight (12)

LVL 29: 3 Dark Sight (15)

LVL 30: 3 Dark Sight (18)

The reason that this setup makes you rich is that Nimble Body
increases your avoidability by 20 at only level 17. This means that
slimes will do either 1 or 0 damage to you, eliminating the need
for potions as you fight slimes. They drop a fair amount of money
each, which builds up to a healthy amount of money resting in your
inventory by the time Double Stab costs 14 Mana. Since Double Stab
begins to cost 14 Mana instead of 7 Mana once it is level 11, it is
best to save skill points until you can level Double Stab all the
way to 20, rather than have the inefficient use of 80% damage per
strike costing double the mana that 75% damage per strike costs.
After maxing Double Stab, you can either get Disorder or Dark
Sight. Since Double stab is used until the mid 30's of levels,
where it is replaced by Savage Blow, Disorder is relatively useless
except to deter monsters from attacking. The three levels required
to gain levels in Dark Sight is sufficient to accomplish this task,
so Dark Sight is the better choice to level to 18. After leveling
to 30, you become a bandit and need the following skills:

Please note that skills no longer double the mp usage at a
certain lvl. It might not be a bad idea taking a peek at the skills
page to check how much mp you want to use. Double stab is a great
slime killer because you're damage is unstable in these low levels.
Make sure you max nimble body before double stab tho.

LVL 30: 1 Dagger Mastery (1)

LVL 31: 3 Dagger Mastery (4)

LVL 32: 3 Dagger Mastery (7)

LVL 33: 3 Dagger Mastery (10)

LVL 34: 3 Dagger Mastery (13)

LVL 35: 3 Dagger Mastery (16)

LVL 36: 3 Dagger Mastery (19)

LVL 37: 3 Savage Blow (3)

LVL 38: 3 Savage Blow (6)

LVL 39: 3 Savage Blow (9)

LVL 40: 3 Savage Blow (12)

LVL 41: 3 Savage Blow (15)

LVL 42: 3 Savage Blow (18)

LVL 43: 3 Savage Blow (21)

LVL 44: 3 Savage Blow (24)

LVL 45: 3 Savage Blow (27)

LVL 46: 3 Savage Blow (30, Maxed)

LVL 47: 3 Dagger Booster (3)

LVL 48: 2 Dagger Booster (5); 1 Haste (1)

LVL 49: 3 Haste (4)

LVL 50: 3 Haste (7)

LVL 51: 3 Haste (10)

LVL 52: 3 Haste (13)

LVL 53: 3 Haste (16)

LVL 54: 3 Haste (19)

LVL 55: 1 Haste (20, Maxed); 1 Endure (1); 1 Dagger Booster
(6)

LVL 56: 3 Dagger Booster (9)

LVL 57: 3 Dagger Booster (12)

LVL 58: 3 Dagger Booster (15)

LVL 59: 3 Dagger Booster (18)

LVL 60: 2 Dagger Booster (20, Maxed); 1 Endure (2)

LVL 61: 3 Endure (5)

LVL 62: 3 Endure (8)

LVL 63: 3 Endure (11)

LVL 64: 3 Endure (14)

LVL 65: 3 Endure (17)

LVL 66: 3 Endure (20, Maxed)

LVL 67: 1 Dagger Mastery (20, Maxed); 2 Dark Sight (20,
Maxed)

LVL 68: 3 Disorder (6)

LVL 69: 3 Disorder (9)

LVL 70: 3 Disorder (12)

Another skill build for bandits is as follows:

LVL 30: 1 Dagger Mastery

LVL 31: 3 Savage Blow

LVL 32: 3 Savage Blow

LVL 33: 3 Savage Blow

LVL 34: 3 Savage Blow

LVL 35: 3 Savage Blow

LVL 36: 3 Savage Blow

LVL 37: 3 Savage Blow

LVL 38: 3 Savage Blow

LVL 39: 3 Savage Blow

LVL 40: 3 Savage Blow (Maxed)

LVL 41: 3 Dagger Mastery

LVL 42: 3 Dagger Mastery

LVL 43: 3 Dagger Booster

LVL 44: 2 Dagger Mastery ; 1 Dagger Booster

LVL 45: 2 Dagger Mastery ; 1 Dagger Booster

LVL 46: 2 Dagger Mastery ; 1 Dagger Booster

LVL 47: 2 Dagger Mastery ; 1 Dagger Booster

LVL 48: 2 Dagger Mastery ; 1 Dagger Booster

LVL 49: 2 Dagger Mastery ; 1 Dagger Booster

LVL 50: 1 Dagger Mastery (Maxed) ; 2 Dagger Booster

LVL 51: 3 Haste

LVL 52: 3 Haste

LVL 53: 3 Haste

LVL 54: 3 Haste

LVL 55: 3 Haste

LVL 56: 3 Haste

LVL 57: 2 Haste (Maxed); 1 Endure

LVL 58: 3 Dagger Booster

LVL 59: 3 Dagger Booster

LVL 60: 3 Dagger Booster (Maxed)

LVL 61 - 70: OK, at this point you can choose to add the
remaining points to either endure or steal...

Leveling abilities is simple for a thief until about level 50.
When first rolling your character, you do not look for high
numbers. Instead, you want 4 STR and 4 INT. If you are going to
become a STR bandit, then you only need 4 INT and need not worry
about any of the other statistics. However, since a luck bandit is
more powerful, the statistics required for a STR bandit will not be
detailed. Assuming you have 4 STR and 4 INT, at level 10 you should
have exactly 25 DEX and 37 LUK. LUK plays a larger role in
determining damage than DEX or STR, so it gains all the extra AP
you gain after the minimum requirements to wear the thief equipment
at each level. The requirements, until level 40, for DEX is to have
it being twice your level. The levels 12, 17, 22,27, etc that have
a LUK dagger for them also require a level up in DEX 5. In essence,
after level 10, at every second and fifth level, you should raise
DEX 5. Every other level, LUK should be raised by 5. Therefore, the
stat increases should look as follows:

LVL 10: DEX 25, LUK 37

LVL 11: DEX 25, LUK 42

LVL 12: DEX 25, LUK 47

LVL 13: DEX 25, LUK 52

LVL 14: DEX 25, LUK 57

LVL 15: DEX 30, LUK 57

LVL 16: DEX 30, LUK 62

LVL 17: DEX 35, LUK 62

LVL 18: DEX 35, LUK 67

...etc.

By level 40, you should have 80 DEX and 132 LUK. At this point,
you need only increase your DEX by five at every seventh and tenth
level. Therefore, at level 47, 50, 57, 60, 67, and 70; your DEX
should increase by 5. At every other level, LUK should be increased
by 5. If this is followed through, at level 70 you should have 110
DEX and 247 LUK.

The reason that DEX is kept to the bare minimum is that it plays
a much smaller role in determining damage than LUK for a thief. The
formula to find maximum damage is

(LUK * 0.9 + (DEX + STR) * 0.25) / 25 * Weapon Atk.

Minimum damage is found using a slightly different formula that
involves mastery.

(LUK * 3.24 * Mastery + DEX + STR) / 100 * Weapon Atk.

Assuming you are a Claw Rogue or LUK Dagger Rogue, STR is not
needed for your equipment. It can be kept at 4 with INT, which
plays no role whatsoever in determining damage. DEX does play a
very small role in finding damage, and is needed for equipment, so
is slightly useful. It is LUK that makes a thieves damage higher,
however.